Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception

Abstract : Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio rendering pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perception to introduce a new level-ofdetail selection algorithm, which jointly chooses the quality level of audio and graphics rendering. We have integrated these two techniques as a comprehensive crossmodal audio-visual rendering pipeline in a home-grown game engine, thus demonstrating the potential utility of our approach.
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ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Aug 2009, New Orleans, United States. ACM SIGGRAPH, pp.177-182, 2009, Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Dernière modification le : samedi 27 janvier 2018 - 01:31:28
Document(s) archivé(s) le : vendredi 14 octobre 2011 - 02:20:53

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  • HAL Id : inria-00606823, version 1

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David Grelaud, Nicolas Bonneel, Michael Wimmer, Manuel Asselot, George Drettakis. Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Aug 2009, New Orleans, United States. ACM SIGGRAPH, pp.177-182, 2009, Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 〈inria-00606823〉

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